Board game involving the concept of exorcism

ABSTRACT

A board game including a board having a playing surface delineating circular paths of travel, sequentially, space by space, and moving inwardly towards a center space. Each of four players has 10 playing pieces or markers of a particular construction. Certain spaces on the playing surface of the board bear legends which include SAFE spaces, EXORCISM spaces, and a DEVIL&#39;&#39;S POSSESSION space, as well as the INNER CIRCLE. The marker pieces are of a composite type preferably embodying a first part having a stem over which a second part which is a sleeve or cap can be placed, preferably colored black to symbolize that the player has sold his soul to the devil, and that the piece is possessed by the devil. The devil then becomes a player. The marker pieces as thus identified are then related to spaces on the board which are those identified as EXORCISM and DEVIL&#39;&#39;S POSSESSION. The cap or sleeve is removable from the first part of the marker piece to symbolize exorcism, that is, extraction of the devil from the piece and/or player.

l June 10, 1975 :7} ABSTRACT A board game including a board having a playing sur face delineating circular paths of travel. sequentially, space by space. and moving inwardly towards a center space, Each of four players has 10 playing pieces or markers of a particular construction. Certain spaces on the playing surface of the board bear legends which include SAFE spaces. EXORCISM spaces, and a DEVILS POSSESSION space, as well as the INNER CIRCLE. The marker pieces are of a composite type preferably embodying a first part having a stern over which a second part which is a sleeve or cap can be placed. preferably colored black to symbolize that the player has sold his soul to the devil. and that the piece is possessed by the devil. The devil then becomes a player The marker pieces as thus identified are then related to spaces on the board which are those identi fled as EXORCISM and DEVIL'S POSSESSION, The cap or sleeve is removable from the first part of the marker piece to symbolize exorcism, that is, extraction of the devil from the piece and/or player,

6 Claims, 3 Drawing Figures 73/137 AB A63f 3/00 273/134 FOREIGN PATENTS OR APPLICATIONS 73/l34 AD 73/134 AD BOARD GAME INVOLVING 'l'Hl-I CONCEPT OF EXORCISM Inventor: Larry (i. Kline, Stlbi Amcstoy Ave, hncino. ('alil'. Jlllh Filed: Apr. 8, 1974 Appl, No. 453,693

LLS. 273/134 AD;

Field of Searchmmmm References Cited UNlTFD STA'l l-iS PATENTS 436.3ltl )[IXJU Hoytuhm. l 57],254 Zll92o 'lorncsnm 5,073 lJlll United Kingdommwm 848,768 W195] Gcrmaurv.

United States Patent Kline Primary Examiner-Delbert B. Lowe Armrm' Agent, or FirmHer1ig & Walsh fi fi fig a n7 emi w gang w E 8 @U \fi e we? fig BOARD GAME INVOLVING THE CONCEPT OF EXORCISM BAQ KUROL'ND 1. Field of the Invention The field of the invention is that of board games cni bodying a board having a delineated path ofmovcmcnt. playing pieces or markers. and chance means. such as dice or other equivalent means. The game is particu larly unique in that it embodies the concept of exorcism.

2. Background of the Invention Board games embodying a board having a playing surface or a field are well known. 'l'ypically. such games include appurtenances in the way of playing pieces or markers and some type of chance means such as dicc. a dial spinner, or otherwise. Various types of board games have been known wherein the nature of the game is related to human or business activities. such as MONOPOLY. and for example. the game of US. Pat. No. 3,l98.52l which simulates stock market play.

The herein game is different from other known games and is entirely unique in that it embodies symbolically the concept of being possessed by the devil and exorcism, the meaning of which is to expel by adjuration (an earnest or solemn oath. urging. or charging). The concept has supernatural or occult implications and attributes.

SUMMARY OF THE INVENTION The invention is a board game having a playing path delineated thereon. In a preferred form of the game as described hereinafter, the playing path is circular, being divided into spaces which are angular sectors and the path of travel moving inwardly towards a center space or inner circle. In a preferred exemplary form of the game. there may be four players having home bases at the corners of the board. The playing surface has spaces identified by legends, including SAFE. EXOR- CISM. and a DEVILS POSSESSION area, in addition to the center circle.

Each player is provided with markers or playing pieces. Chance means are provided which in the exemplary form of the game comprise dice. preferably six dice being used.

The playing pieces or markers are of particular construction as described in detail hereinafter, preferably being in two parts. the second part being removably associated with or placed over a first part to symbolize that the player has sold his soul to the devil; that the piece is possessed by the devil. and that the devil can only be ejected by exorcism. The game is particularly unique in having embodied in the game itself, and in the play the concept of possession by the devil and exorcism. A particular object of the game is to provide tangible means of giving form and expression to the concept of being possessed by the devil and the concept of exorcism, that is. ejection ofthe devil by adjuration. For purposes of realizing this objective, the playing surface has particularizcd characteristics. and the playing pieces are uniquely constructed to make possible a symbolization for giving tangible expression to the concepts referred to. The provision of these particular characteristics in the playing surface of the board and in the marker pieces constitute further objects of the invention.

BRIEF DESCRIPTION OF THE DRAWINGS Further objects and additional advantages of the invention will become apparent from the following detailed description and annexed drawings. wherein:

FIG. I is a pictorial view illustrating the playing surface of the board. the marker pieces of the players. and the chance means. namely. the dice;

FIG. 2 is an enlarged view of a preferred form of playing piece made in two parts. including a second part which is placeable over and removable from the first part; and

FIG. 3 is another view of the playing piece of FIG. 2 showing the second part in cross section and in a different position.

DESCRIPTION OF THE PREFERRED EMBODIMENT Referring to the various figures of the drawings, the board is identified by numeral 10. It may be made of any suitable material. such as paper. cardboard. plastic. or the like and may have a center fold as is typical of playing boards such as checker boards.

The playing surface is inscribed on the surface of the board. In the exemplary form of the invention. circular playing paths are provided on the board by concentric circles identified by numerals 12, 14. 16, 18, 20, and center circle 22. Spaces are provided by way of radial lines equally spaced apart as shown so that the spaces are sector shaped.

In the exemplary form of the invention. four colors may be used which may be as shown. green, blue. orange. purple, and black. Certain areas of the playing surface are hatched for these colors. The home bases of the four players are circular areas each with a distinctive color and identified by numerals 30, 32, 34, and 36. Each players home base is connected to an adjacent space or sector of the playing surface at which his play begins. During play, marker pieces move circularly and upon completing a circle move inwardly to the next circle until the inner circle is reached.

As may be seen. certain of the spaces or sectors bear the legend SAFE as identified by numerals 40 and 42; 44 and 46', 48 and 50. Also. certain spaces bear the legend EXORCISM as identified by numerals 56 and 58; 60 and 62; 64 and 66. An area is identified at 67 as DEVILS possessions.

The exemplary form of chance means utilized is shown as a set of six dice designated by numeral 74. Other forms of chance means may be used. such as a spinner dial or cards, etc.

As previously mentioned, the playing pieces are of a particular construction. Preferably, each player may have l0 playing pieces or markers.

A preferred form of playing piece is shown in FIGS. 2 and 3. The marker or playing piece comprises a first part and a second part 82. As shown. part 80 comprises a cylindrical stem having a circular base 84. Second part 82 is in the form of a sleeve or cap having an end 85 with a hole 86 of a size to fit over the stem of the first part and having 21 depending skirt 87, the bottom of which can fit down and rest on the bottom of the first part 80 of the piece. As shown, part 80 in addition to base 84, has a cylindrical part of smaller diameter. The bottom of skirt 87 has an annular cutout or shoulder 92, the diameter of which is such that it can fit down over the circular part 90 of first part 80. Preferably, each players marker pieces are of a different color corresponding to the color of the home base areas. Second part 82 of the marker piece is preferably black. This piece is removable from the first part 80. In place. it symbolizes that the player has sold his soul to the devil; that the piece is possessed by the devil; and that the devil can be ejected only by exorcism, that is, a process of adjuration as previously described.

RULES OF PLAY General Each player rolls two dice in order to determine who plays first. The player having the highest total point score goes first. The players always roll with two dice; whereas. the devil rolls with three.

Then, each player places his playing pieces in his color coded home base. Either a seven or I I must be rolled to take a playing piece out of a home base. Pieces move in a clockwise direction, advancing toward inner circle 22.

The players roll the dice in turn and move their playing pieces the total number shown on both dice. If only one piece is on the board. it must be moved the total amount of both dice. If two pieces or more are on the board, a player may move pieces individually in the exact amount on each die. Rolling doubles entitles a player to another turn.

Capturing Opponents Pieces If a player's piece lands on a space which is occupied by an opponent, at his option, he can attempt to capture the playing piece. In order to capture the opponent, both players must roll the dice once. The one with the higher total score takes the other players piece and puts it in his home base. In case of a tie, each rolls again.

In place of a turn. a player may attempt to recover the captured piece by challenging the capturer on one roll of the dice. The piece is brought back to home base if the challenger rolls a higher score. If the challenger loses. the piece remains captured. and an additional playing piece must be given to the capturer.

Possession by the Devil Instead of taking a turn. a player having playing pieces on the board may voluntarily sell his soul to the devil. This is done by placing a devil, i.e., the black hood or sleeve 82. over part 80 of the playing piece. Since the devil has possessed the player, the devil is a player and one must roll for him after each turn a player takes. If more than one of a players devils are on the board, when a player takes the devils turn. be can strategically move the devils pieces to his advantage.

Once the devil enters the board, all of the rules of play apply to it, except:

a. If the devil lands on a space occupied by a player other than the color of the devil. the devil automatically challenges each piece in the space. If the playing piece loses. it enters the devils possession square. If it wins, the devil leaves the board accompanied by the piece in its possession. The devil cannot take a player's piece of the same color.

b. If the devil enters the INNER CIRCLE he is required to leave the board; however. if playing pieces other than his color are also there, he challenges them first.

A player can only roll two dice against the devil's three dice. To avoid possession, the players score must exceed the devil's. The player has up to three attempts to outscore the devil (preferably the player to the right rolls for the devil).

There is one other way to remove the devil from the board. A player, instead of taking a turn, may sacrifice a playing piece to the devil by placing it in the DEVILS POSSESSION area. This sacrifice can prove beneficial or quite costly. The piece given up cannot be one in a player's home base.

Exorcism Spaces Once a piece is possessed by the devil, the only way to recover that piece is for a player to land on an EX- ORCISM space and challenge the devil. If he loses, the challenging piece is also possessed and is taken into the DEVILS POSSESSION space. If he wins, he returns his possessed piece to home base. The challenge is made by rolling two dice to the devils three dice, and the highest total score wins. A player has up to three rolls to achieve the exorcism. The challenging player also rolls for the devil when attempting an exorcism.

Safe Spaces These are extremely strategic spaces. Neither the devil nor another player can challenge a player when he is on it. Since the devil can challenge a player in the INNER CIRCLE. these spaces become a strategic base for assault on the INNER CIRCLE.

Inner Circle The INNER CIRCLE which each player is attempting to get five pieces in, is a safe space from the challenge of other players, but not the devil. If the devil enters the INNER CIRCLE he is required to leave the board; however, if playing pieces other than his color are also there, he challenges them first.

Moving Around the Board Players move around the board in a clockwise direction. When he completes a circle, a player advances to the next circle by crossing the colored bridge connect ing to the next circle.

Only when advancing to the INNER CIRCLE of the board is a player required to throw the exact number on one or both dice, depending on whether he has more than one playing piece on the board.

A player must move the amount on the dice, if possible. Black areas between the circles are the devils domain. A player can advance to the next circle safely by moving around a complete circle. However, a player can jump to the corresponding spot on the next level (circular space) by entering the devils domain and challenging him with two dice to the devils three. The player has three chances to outscore the devil. If the playing piece loses, it enters the DEVILS POSSES- SION space.

Team Play A very exciting way to play the game is as partners. Since only one of the partners need to get five pieces in the middle, the other can be employed as a strategic counterpart.

From the foregoing. those skilled in the art will readily understand the nature of the game of the invention and the manner in which it is played. It is to be observed that the game itself and the play are intimately and uniquely associated with the concept of possession by the devil and exorcism, that is. the ejection of the devil physically and/or spiritually from the person of the individual. The nature of the playing surface, the playing pieces, and the theory of the play are such as to provide tangible means that give expression to various characteristics of the concept of possession by the devil (selling of one's soul to the devil) and relief from that predicament by exorcism. Exorcism is a concept that is contemporaneously brought to the mind and attention of individuals through various media such as printed material, movies, television, etc. The game has fascinating qualities in that it provides opportunity for individuals playing the game to learn more about the concept and its supernatural and occult attributes which have attraction for the individual. The game is particularly unique in that possession by the devil and exorcism is physically manifested by the unique playing pieces formed in two separable parts, making it possible to give expression to the concept of ones soul being sold to the devil, being possessed by the devil, and to that of the devil himself participating in the play of the game. In these respects, the game is entirely unique The foregoing disclosure is representative of a preferred form of the invention and is to be interpreted in an illustrative rather than a limiting sense, the invention to be accorded the full scope of the claims appended hereto.

What is claimed is:

l. A game comprising: A playing board having a playing surface defined by successive discretely delineated spaces, at least some of which have identifying legends thereon having a relationship to playing acts including the legend EXORCISM', sets of marker pieces for individual players to indicate their positions on the playing surface, at least some of said marker pieces comprising a first part and a second part, said first part having a shape to enable it to be placed on and to rest on an individual delineated space of the playing surface, said second part being constructed to have cooperative relationship with said first part, to be associated therewith so that the two parts are movable together as a single marker piece, said second part being colored black to designate possession by the devil and having identification with an EXORCISM delineated space; said second part being removable from the first part to represent exorcism; and chance means manipulatable to de termine moves of respective marker pieces.

2. A game as in claim 1, wherein said second part is in the form of a removable sleeve adapted to be placed over and removed from the first part.

3. A game as in claim 1, wherein said first part comprises a base and an upstanding stem, said second part being configurated to fit over said stem to be removable therefrom.

4. A game as in claim 3, wherein said second part is in the form ofa cap having an end with a hole of a size to fit over said stem, the cap being adapted to fit down over the base of the first part.

5. A game as in claim 1, wherein the playing surface has delineated on it an area identified as for the devil's possessions.

6. A game as in claim 5 wherein said area bears the legend DEVILS POSSESSIONS, said second part identifying the playing piece with the space identified as DEVIL'S POSSESSIONS. 

1. A game comprising: A playing board having a playing surface defined by successive discretely delineated spaces, at least some of which have identifying legends thereon having a relationship to playing acts including the legend EXORCISM; sets of marker pieces for individual players to indicate their positions on the playing surface, at least some of sAid marker pieces comprising a first part and a second part, said first part having a shape to enable it to be placed on and to rest on an individual delineated space of the playing surface, said second part being constructed to have cooperative relationship with said first part, to be associated therewith so that the two parts are movable together as a single marker piece, said second part being colored black to designate possession by the devil and having identification with an EXORCISM delineated space; said second part being removable from the first part to represent exorcism; and chance means manipulatable to determine moves of respective marker pieces.
 2. A game as in claim 1, wherein said second part is in the form of a removable sleeve adapted to be placed over and removed from the first part.
 3. A game as in claim 1, wherein said first part comprises a base and an upstanding stem, said second part being configurated to fit over said stem to be removable therefrom.
 4. A game as in claim 3, wherein said second part is in the form of a cap having an end with a hole of a size to fit over said stem, the cap being adapted to fit down over the base of the first part.
 5. A game as in claim 1, wherein the playing surface has delineated on it an area identified as for the devil''s possessions.
 6. A game as in claim 5 wherein said area bears the legend DEVIL''S POSSESSIONS, said second part identifying the playing piece with the space identified as DEVIL''S POSSESSIONS. 